SSF4 Dudley Match-up Thread

sweep beats boxers ultra2

How do you guys Deal with Honda. I cant do anything with him. especially since I don’t have a crossup to bully him with

Punish with ex MGB and keep in close proximity with him. If you HAVE to jump at him, throw out j.RH early to be sure the peoples elbo will stuff most AA attempts - it just takes learning the timming of that move. Ive seen it stop EVERY MOVE IN THE GAME. Dont rely on j.RH to win you the game, just know that its there. Everything in this game is about mix up - the way you move, the way you attack, the way you defend. You mix up f.FP, Focus absorbs and FCDC forwards, empty ducks, ducking straights, dashes, and advancing peoples elbos to get in. Once you’re in, just try to keep a cool head - AND HIT YOUR COMBOS. Dudley has alot of damage off of " oops cr. lp hit you " or " oops cr.lk hit you " which are very easy moves to " oops. " Learn who you’re fighting against ( the persons play style ) and react differently to sittuations accordingly. Theres a counter for everything with dudley, BUT, theres an anti to that counter, so you have to know your rock, your paper, and your scissor way out.

I play Sim and Dudley but I agree the matchup is really really tough. Its all about how you respond to the zoning. I suggest looking at the matchup the same way u would approach the guile matchup – FA a bunch of fireballs and stay max range until you have or you are close to having ultra. I would go as far as to say either ultra is good for this matchup. everytime u move forward, use f+mk and then FA sparingly if you feel he’s gonna poke. If there is a fireball on screen and u decide to jump over instead of duck under, use j fp early to counterhit SIm’s s hk. Once ur within 1/2 screen, you can punish yoga fires with ducking and u should do so. If you get a knockdown ever inthe match, the match should be won. Sim has no answers to dudley’ wakeup game aside from teleport and cr mk or cr hk stuff that. (easy option selects)

Guessing wrong twice is game over for sim, and while it may be a bitch to get in, once you are in, you have all the advantage.

About the mid range game, its pretty difficult to jump in on Sim but I’m pretty sure j fp beats a lot of the normal anti air from sim? Not sure but when I did challenge a dudley one time, his jump attack was beating out my b+hk and i didn’t even have a fireball to recover from in those situations

I was browsing around the site and I really like the way the Blanka match up thread was set up (http://shoryuken.com/f252/blanka-match-up-thread-round-2-a-205307/).

Maybe when we get more solid info and etc. could we use something like this.

good evening gentleman,

I agree with the vega suggestions Ive read on here so far, but I still cannot beat his Wall jump-crossover-overhead claw thingy… am I missing something simple? cause I have tried Business elbow, J.mp and neutral J.HP and I keep getting slashed… :frowning: ends up in loss of blood.

For the Dhalsim matchup, I found that if you can read their pattern of using fierce to poke you out and throwing fireball right after, you can try and reversal EX MGB after the fierce poke and when they fireball, you’ll counter hit them (note that this is just being able to predict a psychic yoga fire, but it’s an okay risk to take).

As for Vega, I find that cr.fierce works when they’re diving, or you can try and do HK ducking to get out of the situation, or even cross counter if they attack.

Ur timing it wrong then sims back rh beats anthing when they jump in on u.

Don’t know if anyone has seen this done. I seriously just CR.roundhouse’d a Raging Demon online. Didn’t know this was possible? Gonna test this in training. Thought I’d post about it first before anything.

Went back and watched the replay. He did demon flip and buffered demon on the way down. At the exact moment I did cr.rh him out of the raging demon.

Actually, Dudley’s s.HP also hits the Raging Demon, too. I don’t do this, and instead I go for the EX Jet Upper bcause it suffers a lot of damage and is a great punishment if it’s a random RD. Also, the Demon kick can be punished by c.HP, but if I recall correctly it can also trade hits, so you can duck under and hit for the juggle with U2. Also, Akuma’s Demon flip is so hard to get out of, and can repeatedly Demon Flip unless you can EX Jet Upper out of it which I find the best way to get out of it, because Dudley’s Duck can’t get out of it. Man Dudley’s wake-up is so bad.

Dont try to hit him out, use empty duckings to get outta there.

Man Dudley’s wake-up is so bad.

I completely understand how you feel about that. Even in 3s his uppercut was terribly slow. Beyond the point I thought it may or may not have been known. It was never mentioned in the Duddley matchup or punish thread anywhere. :slight_smile: Glad that people knew this. I’ve actually finally decided to drop Fuerte for a character with better pokes and combos. So far I’ve really enjoyed the combos and fun mixup game with Duddley. If anyone would add me on Xbox I’d love to get some practice in and critique.

Sure, I really do need to practice because there’s just too many try-hard players on Endless that wanna win. I need the training to get my mixgame better. Add me, but I won’t be on until 5-30pm-6pm Eastern, busy doing some work here on my laptop. :slight_smile:

If Dudley’s jet upper has the same frame as Ryu / Ken, Dudley would be godlike. Seriously, even if they block it, it’s FADC. Dudley would really be one of the toughest characters to be because of his mixgame, and his so called “great wake-up,” sadly his wake-up is just that bad.

I forgot to mention, Dudley’s EX Cross Counter is great against cross attacks like Cody, Ken, and Chun-Li’s df.RH is also punished at the right time. I love EX Cross Counter + Corkscrew Cross. Considering Dudley’s bad wake-up, his EX Jet Upper will sometimes help…but still sort of bad.

Be careful of using CC as a cross up defense, if they do it really meaty your CC wont come out in time. (I still do it all the time too ;p)

Yeah, that’s a bad thing, too. If EX CC misses, you lose free damage lol. But it is still worth it unless you block which is sometimes always safer, but it’s better to attempt a counter and land in some heavy damage. Also, the thread suggests Rolling Thunder, but I find Corkscrew effective as well if EX Cross Counter lands, especially on Chun-Li, which pretty much can have the match on your side and can pose a huge threat against Chun-Li if played correctly.

i still cant’ decide if i like U1 or U2 vs Chun. I’m leaning towards U2 vs her though. This is after i found out that it’s hard to punish chun lp fireball with U1. the fb travels too slow and if i do it like regular timing the inv runs out before the fb passes me. If i do it any later I think chun recovers in time.

Since U1 isn’t stopping them from spamming fb, I’m beginning to find U2 a slightly better option given that you can AA/combo/counter ultra with it.

Yeah, you need the best distance from close up to hit Chun with U1, and same goes for Dhalsim. :\

I’ve been beating a lot of Chun’s lately with the EX CC and U2, but my lack of pressuring my opponent down with cr.lp and f.MK is really lacking, because I usually am holding the block position while I’m doing the c.lp, and when I use the f.MK, I get a duck. So I have to quickly position my analog to pressure them down. But if I do mess up the f.MK, I can grab them and begin the mixup game if done timely.

Also, any strong tips to land a Fierce Jet Upper after a standing Heavy…? My god I stumble on this alot, especiall because I attack a lot while holding my analog in defense mode, and when I do that, and use my BnB combo’s such as cr.lp (1 or 2) and connect the s.HK, because my analog is still holding back my Jet Upper does not come out. Do I have to better position my analog so my Jet Upper comes out, if so how?

So I just played a Gief online, and there was a round of literally this: he jumps in and I stuff it with cr. fierce. Then he green hands me (I’m blocking) and then immediately SPD’s me. This is a dumb question: how the hell do I stop that? Should I just be jabbing him out of a blocked green hand?

I can only reliably do s. HK xx JU.

Anything before the s. HK leads to me screwing up the JU. I don’t see many people doing [any button], s. HK xx JU, usually duck straight or MGB/EX MGB, so I can only assume that it’s better doing one of those things than JU.

The reason I ask is because there’s a time where I don’t want to use a regular MGB, and want to at least get a knockdown with a Jet Upper, but that’s only if I don’t have a super bar to connect for a s.HK xx EX MGB. Plus s.HK and Jet Upper deals good damage.